# Specialists System Specialists are special items that can be equipped to buildings to provide various bonuses and effects. They are a key mechanic for optimizing production, income, and city attributes. ## Overview - **Slot Type:** Buildings have specialist slots that accept specific categories - **Effects:** Can include productivity bonuses, workforce reduction, maintenance reduction, area effects - **Sources:** Obtained via traders, quests, Hall of Fame, or research ## Rarity Tiers | Rarity | German | Description | |--------|--------|-------------| | Common | Gewoehnlich | Basic specialists with modest effects | | Rare | Selten | Better effects, often with dual bonuses | | Epic | Episch | Strong effects, may include area bonuses | | Legendary | Legendaer | Powerful specialists with multiple effects and unlock conditions | | Unique | Einzigartig | One-of-a-kind specialists with exceptional abilities | ## Categories Specialists are organized into the following categories, which determine what buildings they can be equipped to: | Category | German | Focus | |----------|--------|-------| | Civic | Zivilgesellschaft | Prestige, city services | | Economic | Wirtschaft | Workforce, production efficiency | | Religion | Religion | Belief bonuses | | Culture | Kultur | Happiness bonuses | | Finance | Finanzen | Income bonuses | | Military | Militaer | Fire safety, defense, recruitment | | Nature | Natur | Health bonuses | | Research | Forschung | Knowledge bonuses | | Seafaring | Seefahrt | Ship bonuses (speed, cargo, combat) | ## Acquisition Sources ### Traders Specialists can be purchased from various traders: | Source | German | Region | |--------|--------|--------| | All Traders | Alle Haendler | Available from any trader | | Latium Traders | Latium Haendler | Roman region traders only | | Albion Traders | Albion Haendler | Celtic region traders only | ### Named Traders | Trader | Specialization | |--------|----------------| | Diana | Various specialists | | Valeria | Various specialists | | Corvinus | Various specialists | | Manx | Various specialists | ### Research Specialists can be unlocked through research trees: | Research Path | German | |---------------|--------| | Specialist Economy | Forschung (Spezialist Wirtschaft) | | Specialist Civic | Forschung (Spezialist Zivil) | | Specialist Military | Forschung (Spezialist Militaer) | ### Hall of Fame Some specialists are rewards from the Hall of Fame (Ruhmeshalle) achievement system. These often have unlock conditions that must be met. ## Effect Types ### Production Effects | Effect | Example | Description | |--------|---------|-------------| | Productivity | +25% | Increases production output | | Workforce Required | -25% | Reduces worker requirements | | Maintenance Costs | -50% | Reduces gold upkeep | | Water Consumption | -50% | Reduces water needs | | Fuel Efficiency | +35% | Reduces charcoal/fuel consumption | | Bonus Output | +1t every 10 cycles | Extra goods produced periodically | ### Area Effects Area effects apply bonuses to all buildings within the specialist's range: | Effect | Example | Description | |--------|---------|-------------| | Income Area Effect | +1.5 | Bonus income for Residences in radius | | Health Area Effect | +1 | Bonus health for buildings in radius | | Belief Area Effect | +0.5 | Bonus belief for buildings in radius | | Happiness Area Effect | +1 | Bonus happiness for buildings in radius | | Prestige Area Effect | +1.5 | Bonus prestige for buildings in radius | | Knowledge Area Effect | +1 | Bonus knowledge for buildings in radius | | Fire Safety Area Effect | +1 | Bonus fire safety for buildings in radius | ### Conditional Effects Some specialists provide bonuses based on goods or conditions: | Pattern | Example | |---------|---------| | Attribute from Good | +3 Income from Necklaces | | Attribute if available | +2 Belief from Recreation Ground, if available | | Workforce type change | Operated by Plebeian workforce instead of Liberti workforce | ### Military/Combat Effects | Effect | Description | |--------|-------------| | Attack Range | Increases attack distance | | Attack Speed | Increases attack frequency | | Precision | Increases accuracy | | Hitpoints | Increases durability | | Troop Recruitment Speed | Faster training | | Troop Recruitment Cost | Reduced training costs | | Ship Repair Speed | Faster repairs | ## Workforce Type Changes Some specialists can change the workforce type required by a building. This is useful for optimizing population distribution: | Original Workforce | New Workforce | |-------------------|---------------| | Liberti | Plebeians | | Waders | Smiths | | Waders | Mercators | | Waders | Nobles | ## Unlock Conditions Legendary and Unique specialists often have unlock conditions: | Condition Type | Example | |---------------|---------| | Population | Host at least 600 island residents | | Reputation | Requires reputation with the Emperor | | Alliance | Alliance with specific character | | Island Dedication | Dedicate island to specific god | | Building Count | More than 15 Grammaticus | | Attribute Generation | Generate at least 1,000 Prestige | | War Status | Must be at war | | Trade Activity | More than 20 ships must have traded in your harbor | ## Building Scope Specialists affect different building categories: | Scope | German | Buildings Affected | |-------|--------|-------------------| | Residences | Wohnhaeuser | Population housing | | Arable Farms | Ackerbaubetriebe | Wheat, Oats, Flax, Hemp, Barley farms | | Extractors | Extrahierer | Mills, Dye Works, Salt Gardens, etc. | | Fisheries | Fischereien | Fishing huts, Mackerel huts | | Mines | Minen/Gruben | Iron, Copper, Silver, Tin, Gold mines | | Plantations | Plantagen | Herb Gardens, Vineyards, Olive Growers | | Smelters | Schmelzoefen | Bronze, Glass, Gold, Silver smelters | | Armouries | Waffenkammern | Armour Smiths, Weapon Smiths | | Kitchens | Kuechen | Bakeries, Cheese Makers, Deliciums | | Workshops | Werkstaetten | Lyre Makers, Lounger Makers, etc. | | City Watches | Stadtwachen | Custodes, Medici, Vigiles | | Towers | Tuerme | Defensive towers | | Recruitment Buildings | Rekrutierungsgebaeude | Barracks, Campus Equitum, Siege Workshops | | Marvels | Prachtbauten | Amphitheatre, Baths, Forum, Temple | | Shrines | Schreine | Shrines to various gods | ## Production Chain Bonuses Some specialists provide bonuses to entire production chains: | Chain | Buildings Affected | |-------|-------------------| | Bread Chain | Wheat Farm, Mill, Bakery | | Beer Chain | Barley Farm, Maltery, Brewery | | Garum Chain | Salt Gardens, Mackerel Hut, Garum Maker | | Chariot Chain | Reed Gatherer, Horse Catcher, Frame Builder, Chariot Workshop | | Wig Chain | Flax Farm, Hair Net Weaver, Resin Tapper, Wig Maker | | Amphora Chain | Clay Pit, Mud Dryer, Potter | ## Tips for Specialist Usage 1. **Match Categories:** Ensure the specialist category matches the building slot type 2. **Stack Carefully:** Some effects may have stacking limitations 3. **Consider Placement:** Area effects only apply to buildings within radius 4. **Unlock Requirements:** Check unlock conditions before expecting to use Legendary/Unique specialists 5. **Regional Availability:** Some specialists are only available from specific region traders 6. **Production Chains:** Chain-wide specialists are valuable for boosting entire production lines ## Related Documentation - [Specialists Index](/docs/specialists/_index.md) - Complete list of all specialists - [Area Effects](./area-effects.md) - How proximity bonuses work - [Maintenance Model](./maintenance.md) - Building upkeep costs